use ggez::graphics::{Camera3d, Canvas3d, InstanceArray3d, Mesh3dBuilder};
use std::f32::consts::TAU;
use std::{env, path};
use winit::keyboard::{Key, NamedKey, PhysicalKey};
use ggez::input::keyboard::KeyCode;
use ggez::{
event,
glam::*,
graphics::{self, Color},
Context, GameResult,
};
struct MainState {
camera: Camera3d,
instances: InstanceArray3d,
}
impl MainState {
fn new(ctx: &mut Context) -> GameResult<Self> {
let mut camera = Camera3d::default();
camera.transform.yaw = 90.0;
let cube = Mesh3dBuilder::new().cube(Vec3::splat(10.0)).build(ctx);
let mut instances = graphics::InstanceArray3d::new(ctx, None, cube);
instances.resize(ctx, 150 * 150);
Ok(MainState { camera, instances })
}
}
impl event::EventHandler for MainState {
fn resize_event(&mut self, _: &mut Context, width: f32, height: f32) -> GameResult {
self.camera.projection.resize(width as u32, height as u32);
Ok(())
}
fn update(&mut self, ctx: &mut Context) -> GameResult {
let k_ctx = &ctx.keyboard.clone();
let (yaw_sin, yaw_cos) = self.camera.transform.yaw.sin_cos();
let forward = Vec3::new(yaw_cos, 0.0, yaw_sin).normalize();
let right = Vec3::new(-yaw_sin, 0.0, yaw_cos).normalize();
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::Space)) {
self.camera.transform.position.y += 1.0;
}
if k_ctx.is_logical_key_pressed(&Key::Character("c".into())) {
self.camera.transform.position.y -= 1.0;
}
if k_ctx.is_physical_key_pressed(&PhysicalKey::Code(KeyCode::KeyW)) {
self.camera.transform = self.camera.transform.translate(forward);
}
if k_ctx.is_physical_key_pressed(&PhysicalKey::Code(KeyCode::KeyS)) {
self.camera.transform = self.camera.transform.translate(-forward);
}
if k_ctx.is_physical_key_pressed(&PhysicalKey::Code(KeyCode::KeyD)) {
self.camera.transform = self.camera.transform.translate(right);
}
if k_ctx.is_physical_key_pressed(&PhysicalKey::Code(KeyCode::KeyA)) {
self.camera.transform = self.camera.transform.translate(-right);
}
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::ArrowRight)) {
self.camera.transform.yaw += 1.0_f32.to_radians();
}
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::ArrowLeft)) {
self.camera.transform.yaw -= 1.0_f32.to_radians();
}
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::ArrowUp)) {
self.camera.transform.pitch += 1.0_f32.to_radians();
}
if k_ctx.is_logical_key_pressed(&Key::Named(NamedKey::ArrowDown)) {
self.camera.transform.pitch -= 1.0_f32.to_radians();
}
Ok(())
}
fn draw(&mut self, ctx: &mut Context) -> GameResult {
let mut canvas3d = Canvas3d::from_frame(ctx, Color::BLACK);
canvas3d.set_projection(self.camera.to_matrix());
let time = (ctx.time.time_since_start().as_secs_f64() * 1000.0) as u32;
let cycle = 10_000;
self.instances.set((0..150).flat_map(|x| {
(0..150).map(move |y| {
let x = x as f32;
let y = y as f32;
graphics::DrawParam3d::default()
.position(Vec3::new(x * 10.0, y * 10.0, 0.0))
.scale(Vec3::new(
((time % cycle * 2) as f32 / cycle as f32 * TAU).cos().abs() * 0.0625,
((time % cycle * 2) as f32 / cycle as f32 * TAU).cos().abs() * 0.0625,
1.0,
))
})
}));
let param = graphics::DrawParam3d::default()
.position(Vec3::splat(10.0))
.scale(Vec3::splat(10.0));
canvas3d.draw(&self.instances, param);
canvas3d.finish(ctx)?;
let mut canvas = graphics::Canvas::from_frame(ctx, None);
let dest_point1 = Vec2::new(10.0, 210.0);
let dest_point2 = Vec2::new(10.0, 250.0);
canvas.draw(
&graphics::Text::new("You can mix 3d and 2d drawing;"),
dest_point1,
);
canvas.draw(
&graphics::Text::new(
"
WASD: Move
Arrow Keys: Look
C/Space: Up and Down
",
),
dest_point2,
);
canvas.finish(ctx)?;
Ok(())
}
}
pub fn main() -> GameResult {
let resource_dir = if let Ok(manifest_dir) = env::var("CARGO_MANIFEST_DIR") {
let mut path = path::PathBuf::from(manifest_dir);
path.push("resources");
path
} else {
path::PathBuf::from("./resources")
};
let cb = ggez::ContextBuilder::new("3dshapes", "ggez")
.window_mode(ggez::conf::WindowMode::default().resizable(true))
.add_resource_path(resource_dir);
let (mut ctx, events_loop) = cb.build()?;
let state = MainState::new(&mut ctx)?;
event::run(ctx, events_loop, state)
}